<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <style>
        body {
            margin: 0;
            overflow: hidden;
            /* 隐藏body窗口区域滚动条 */
        }
    </style>
    <!--引入three.js三维引擎-->
    <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
    <!-- 引入threejs扩展控件OrbitControls.js -->
    <script src="http://www.yanhuangxueyuan.com/versions/threejsR92/examples/js/controls/OrbitControls.js"></script>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建网格模型
         */
        // 头部网格模型和组
        var headMesh = sphereMesh(10, 0, 0, 0);
        headMesh.name = "脑壳"
        var leftEyeMesh = sphereMesh(1, 8, 5, 4);
        leftEyeMesh.name = "左眼"
        var rightEyeMesh = sphereMesh(1, 8, 5, -4);
        rightEyeMesh.name = "右眼"
        var headGroup = new THREE.Group();
        headGroup.name = "头部"
        headGroup.add(headMesh, leftEyeMesh, rightEyeMesh);
        // 身体网格模型和组
        var neckMesh = cylinderMesh(3, 10, 0, -15, 0);
        neckMesh.name = "脖子"
        var bodyMesh = cylinderMesh(14, 30, 0, -35, 0);
        bodyMesh.name = "腹部"
        var leftLegMesh = cylinderMesh(4, 60, 0, -80, -7);
        leftLegMesh.name = "左腿"
        var rightLegMesh = cylinderMesh(4, 60, 0, -80, 7);
        rightLegMesh.name = "右腿"
        var legGroup = new THREE.Group();
        legGroup.name = "腿"
        legGroup.add(leftLegMesh, rightLegMesh);
        var bodyGroup = new THREE.Group();
        bodyGroup.name = "身体"
        bodyGroup.add(neckMesh, bodyMesh, legGroup);
        // 人Group
        var personGroup = new THREE.Group();
        personGroup.name = "人"
        personGroup.add(headGroup, bodyGroup)
        personGroup.translateY(50)
        scene.add(personGroup);

        // 球体网格模型创建函数
        function sphereMesh(R, x, y, z) {
            var geometry = new THREE.SphereGeometry(R, 25, 25); //球体几何体
            var material = new THREE.MeshPhongMaterial({
                color: 0x0000ff
            }); //材质对象Material
            var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
            mesh.position.set(x, y, z);
            return mesh;
        }
        // 圆柱体网格模型创建函数
        function cylinderMesh(R, h, x, y, z) {
            var geometry = new THREE.CylinderGeometry(R, R, h, 25, 25); //球体几何体
            var material = new THREE.MeshPhongMaterial({
                color: 0x0000ff
            }); //材质对象Material
            var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
            mesh.position.set(x, y, z);
            return mesh;
        }
        // 坐标系辅助显示
        var axesHelper = new THREE.AxesHelper(200);
        scene.add(axesHelper);
        /**
         * 光源设置
         */
        //点光源
        var point = new THREE.PointLight(0xffffff);
        point.position.set(400, 200, 300); //点光源位置
        scene.add(point); //点光源添加到场景中
        //环境光
        var ambient = new THREE.AmbientLight(0x444444);
        scene.add(ambient);
        // console.log(point.id);
        // console.log(ambient.id);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 100; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height); //设置渲染区域尺寸
        // renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        controls.addEventListener('change', render);
    </script>
</body>

</html>